Spirit Warrior

Level Proficiency Bonus Features 1st-Level Spell Slots 2nd-Level Spell Slots 3rd-Level Spell Slots 4th-Level Spell Slots 5th-Level Spell Slots
1st +2 Spirit Sense, Race-specific Feature - - - - -
2nd +2 Fighting Style, Spellcasting, Smite 2 - - - -
3rd +2 Spiritual Health, Sacred Oath 3 - - - -
4th +2 Ability Score Improvement 3 - - - -
5th +3 Extra Attack 4 2 - - -
6th +3 Aura of Protection 4 2 - - -
7th +3 Sacred Oath feature 4 3 - - -
8th +3 Ability Score Improvement 4 3 - - -
9th +4 - 4 3 2 - -
10th +4 Race-specific Feature 4 3 2 - -
11th +4 Improved Smite 4 3 3 - -
12th +4 Ability Score Improvement 4 3 3 - -
13th +5 - 4 3 3 1 -
14th +5 Race-specific feature 4 3 3 1 -
15th +5 Sacred Oath feature 4 3 3 2 -
16th +5 Ability Score Improvement 4 3 3 2 -
17th +6 - 4 3 3 3 1
18th +6 Aura improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Sacred Oath feature 4 3 3 3 2
 

Class Features

Hit Points

 
  • Hit Dice: 1d10 per spirit warrior level
  • HP at 1st Level: 10 + CON modifier
  • HP at Higher Spirit Warrior Levels: 1d10 + CON modifier

Proficiencies

 
  • Armor: All armor, shields
  • Weapons: Simple and martial
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

 
  • A martial weapon and a shield OR two martial weapons
  • Five javelins OR any simple melee weapon
  • A priest's pack OR an explorer's pack
  • Chain mail and a holy symbol

Spirit Sense

As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.   You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Fighting Style (2nd-level)

You adopt a particular style of fighting as your specialty. Choose a fighting style from the Fighting Style page. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Spellcasting (2nd-level)

By 2nd level, you have learned to draw on magic through meditation and prayer to cast spells as a shaman does.  

Preparing and Casting Spells

The Spirit Warrior table shows how many spell slots you have to cast your spells. To cast one of your spirit warrior spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of spirit warrior spells that are available for you to cast, choosing from the spirit warrior (paladin) spell list. When you do so, choose a number of spirit warrior spells equal to your Charisma modifier + half your spirit warrior level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 5th-level spirit warrior, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of spirit warrior spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

Charisma is your spellcasting ability for your spirit warrior spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spirit warrior spell you cast and when making an attack roll with one.  
  • Spell save DC = 8 + proficiency bonus + CHA modifier
  • Spell attack modifier = proficiency bonus + CHA modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your spirit warrior spells.    

Smite (2nd-level)

  Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spirit warrior spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.  

Spiritual Health (3rd-level)

By 3rd level, the magic flowing through you makes you immune to disease.  

Sacred Oath (3rd-level)

When you reach 3rd level, you swear the oath that binds you as a spirit warrior forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it.   Choose a subclass from the Spirit Warrior section of the Subclasses folder. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Spirits feature.  

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.   If you gain an oath spell that doesn’t appear on the spirit warrior spell list, the spell is nonetheless a spirit warrior spell for you.  

Channel Spirits

Your oath allows you to channel spiritual energy to fuel magical effects. Each Channel Spirits option provided by your oath explains how to use it.   When you use your Channel Spirits, you choose which option to use. You must then finish a short or long rest to use your Channel Spirits again.   Some Channel Spirits effects require saving throws. When you use such an effect from this class, the DC equals your spirit warrior spell save DC.  

Ability Score Improvement (4th-level)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Extra Attack (5th-level)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Aura of Protection (6th-level)

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.   At 18th level, the range of this aura increases to 30 feet.  

Improved Smite (11th-level)

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Smite with an attack, you add this damage to the extra damage of your Smite.  

Race-specific Features

Aarakocra Spirit Warrior

Spirit Power (1st-level)

You have a pool of spirit points that replenishes when you take a long rest. The pool is equal to your paladin level x 5. If you hit an enemy with an attack, you can use your reaction to expend spirit points up to the maximum amount stored in the pool. You deal bonus damage equal to the amount of spirit points expended. This feature has no effect on undead and constructs.  

Aura of Courage (10th-level)

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.  

Cleansing Touch (14th-level)

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.  

Aelee Spirit Warrior

Lay on Hands (1st-level)

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.  

Aura of Courage (10th-level)

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.  

Regenerating Touch (14th-level)

Beginning at 14th level, you can use your action to restore one spell slot of any level belonging to yourself or another creature. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.  

Eldar Spirit Warrior

Lay on Hands (1st-level)

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.  

Aura of Resistance (10th-level)

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be stunned while you are conscious. At 18th level, the range of this aura increases to 30 feet.  

Regenerating Touch (14th-level)

Beginning at 14th level, you can use your action to restore one spell slot of any level belonging to yourself or another creature. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.  

Human Spirit Warrior

Lay on Hands (1st-level)

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.  

Aura of Courage (10th-level)

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.  

Cleansing Touch (14th-level)

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.  

Ishimaia Spirit Warrior

Lay on Hands (1st-level)

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.  

Aura of Freedom (10th-level)

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be restrained while you are conscious. At 18th level, the range of this aura increases to 30 feet.  

Regenerating Touch (14th-level)

Beginning at 14th level, you can use your action to restore one spell slot of any level belonging to yourself or another creature. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.  

Kumoto Spirit Warrior

Spirit Power (1st-level)

\You have a pool of spirit points that replenishes when you take a long rest. The pool is equal to your paladin level x 5. If you hit an enemy with an attack, you can use your reaction to expend spirit points up to the maximum amount stored in the pool. You deal bonus damage equal to the amount of spirit points expended. This feature has no effect on undead and constructs.  

Aura of Courage (10th-level)

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.  

Cleansing Touch (14th-level)

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.    

Masayan Spirit Warrior

Spirit Power (1st-level)

You have a pool of spirit points that replenishes when you take a long rest. The pool is equal to your paladin level x 5. If you hit an enemy with an attack, you can use your reaction to expend spirit points up to the maximum amount stored in the pool. You deal bonus damage equal to the amount of spirit points expended. This feature has no effect on undead and constructs.  

Aura of Freedom (10th-level)

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be restrained while you are conscious. At 18th level, the range of this aura increases to 30 feet.  

Cleansing Touch (14th-level)

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.  

Tau'niki Spirit Warrior

Spirit Power (1st-level)

You have a pool of spirit points that replenishes when you take a long rest. The pool is equal to your paladin level x 5. If you hit an enemy with an attack, you can use your reaction to expend spirit points up to the maximum amount stored in the pool. You deal bonus damage equal to the amount of spirit points expended. This feature has no effect on undead and constructs.  

Aura of Resistance (10th-level)

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be stunned while you are conscious. At 18th level, the range of this aura increases to 30 feet.  

Cleansing Touch (14th-level)

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.  

U'moro Spirit Warrior

Lay on Hands (1st-level)

You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.  

Aura of Resistance (10th-level)

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be stunned while you are conscious. At 18th level, the range of this aura increases to 30 feet.  

Cleansing Touch (14th-level)

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

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